With handhelds it's much different. There are things in place on PC games to scale back as needed. When I build for a iOS device, I have to pick THIS AND ABOVE. Even though people still use 2nd and 1st gen devices, Apple locks down which ones can run what OS. You can buy an app that won't even run on your device (Droid or…
New Substance Painter beta is up on Steam and on the website! Today we are introducing one more awesome feature: Seamless 2D painting! I'm quite excited to know what you guys think about this one :) Also, the next sprint just started and we are now working hard on bringing Multi-material support as well as Adjustment…
You're diffuse is fine it's your normal map and spec map that are really hurting you. You're normal map is too noisy in areas where it shouldn't and your normal map will influence the lighting of your surface and with it being noisy it hurts the reflectivity. so smooth out the normal map so that you are only getting…
Thanks GoSsS, that is really inventive. It involves what I said before about tiling the diffuse through the shader butI totally overlooked the possibilities of multiple AOs in one texture. Also, sorry if I came out like an ass, just read my post again and it came out with a bad tone. However, and please correct me if I'm…
I just added some cables and pipes and the "OXY-Gen" (Oxy-gen is for liquid oxygen propellant/refueling) and blocked out some gas pipes. I'm gonna look at some welding equipment so I can get them look right; maybe modify them for a slight sci-fi look. I feel like the few pipes already do a lot to liven things up, and I'm…
I would start even smaller than a diorama if you don't have much PBR experience or haven't yet made an asset that hits current gen standards. Maybe do a complex prop that isn't just a barrel or crate but still isn't going to be multiple textures so that you can have something interesting to look at that can still prove you…
I am with you man, real is somewhat boring though the challenge in an artistic sense is a great accomplishment for one's self. Especially if you get a lot of positive feedback on it can really encourage someone's enthusiasm to proceed with such artistic ventures indefinitely, until they "burnout" or just get tired of…
well, for some reason that gives the impression that there is more interest in playstation 3 than the nintendo wii. which is just impossible it's hard to actually gauge, gauss. the wii was once known as revolution remember. and i'm sure half the searches for revolution were not in regards to nintendo's next-gen console.…
Sort of. Image based lighting in games is generally composed of two cubemaps, one for the diffuse lighting, and one for the specular reflections. If you've got a good IBL system, you can control glossiness by saving various specular cubemaps with different levels of blur and then blending between them for the matte through…
Like said, depends on what game you're working on, and vert's and draw calls still counts. For example, try comparing an online Unity 3D game with a next gen game (PC/Xbox360/Ps3), you'll will end up with an staggering frame rate using lots of polygons/vertices and large textures. Computer games of today is not all about…